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Main - ROM Hacking Related Releases - Luigi's Quest Demo Release New thread | New reply


Trelior
Posted on 07-21-09 05:13 AM Link | Quote | ID: 110910


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Here's a video of me playing the first level: I muted the recording audio and put a song my friend mixed over it instead

Excuse the bad playing, please.

Download the patch here. It is my completed World 1.

Googie
Posted on 07-21-09 06:25 AM Link | Quote | ID: 110914


Giant Red Paratroopa
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I'll have to check this out in the morning, lemme know if you want a patch for SMAS SMB3 Luigi that Lags80 made a few years ago for that hack me and Quick Curly is working on.

Other than that the level looks decent, but nix that plant coming outta the pipe with the munchers...

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Trelior
Posted on 07-21-09 06:34 AM Link | Quote | ID: 110915


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Thanks, I'll change for my next release, which will probably be after Field 2 is completed, because I want to release this in stages.

I'm not sure if I'm going to port the hack into SMAS or not. Maybe if I'm feeling ambitious and make hacks of the other games to make my own custom SMAS that I could call "Trelior's Half-Assed Hack Pack" or something stupid like that, but I'll keep that in mind.

Trax
Posted on 07-21-09 08:11 AM Link | Quote | ID: 110918


Yellow Stalfos
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Sorry, not working. The game crashes just as I'm about to enter the first stage...

Trelior
Posted on 07-21-09 01:11 PM Link | Quote | ID: 110927


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Posted by Trax
Sorry, not working. The game crashes just as I'm about to enter the first stage...


That's strange, I just downloaded the patch and applied it to an unaltered copy of SMB3 and it works just fine for me... How is it that it fails to work like that?

Googie
Posted on 07-21-09 11:40 PM Link | Quote | ID: 110952


Giant Red Paratroopa
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Trax: Which version of the ROM you're using, PRG 0 or PRG 1? Get at me when you get a chance... ^^,

Trelior: Here's your hack with Lags80x's patch, the levels are pretty good so far. I just past field 1-2, I like what I see...

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Trelior
Posted on 07-21-09 11:54 PM Link | Quote | ID: 110953


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Thanks, Googie, I'm glad you like it

I really like the graphic swap, but I still have a palette problem on the world map. Do you know how to fix that?

Googie
Posted on 07-22-09 12:15 AM Link | Quote | ID: 110955


Giant Red Paratroopa
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I remember this thread awhile back talking about the world map palettes. Hope it'll help ya's out. ^^;

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Trelior
Posted on 07-22-09 12:27 AM (rev. 2 of 07-22-09 01:44 AM) Link | Quote | ID: 110956


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*Goes to diving into the PPU editor* This is gonna suck... I don't know where to go for half ANY of this stuff.

Yikes, I'm confused worse than anything right now. D:

RetroRain
Posted on 07-22-09 07:58 AM Link | Quote | ID: 110973


Fuzz Ball
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At 1:25 in your video, if you don't get those coins before the P-Switch time runs out, you're screwed.

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Trelior
Posted on 07-22-09 01:15 PM Link | Quote | ID: 110976


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Posted by RetroRain
At 1:25 in your video, if you don't get those coins before the P-Switch time runs out, you're screwed.


That was more or less my whole idea when I built the bonus area (because of the 2 1-ups), although you almost need Raccoon to get in there, and there's enough clearing on the floor to pick up speed and fly up and hit a few blocks away with your tail.

Trax
Posted on 07-25-09 10:49 PM Link | Quote | ID: 111186


Yellow Stalfos
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I could finally try the first level. Thanks Googie...

I hate hacks that are designed so you can't actually finish a level because you don't meet specific unreproducible conditions. Or is it just me who can't find the lone block that lets me pass through the pipe with annoying black thingies? Apparently, you need a leaf. No leaf, you're fucked. And that's just the 1st level, mind you...

There must be a total of somewhere around 70-80 levels in Mario 3. I mean, games don't need to be gradually more difficult, but generally speaking, it's considered good practice. With first levels like that, I lose interest quite fast. I can imagine how it could be in the more difficult levels, following this pattern...

Other than that, the levels look quite similar to the original ones. That's a common syndrome, usually due to the approach used with the editor. You take the original ROM, you open the first level, and there you go, move the objects a bit, change the shapes, add or remove blocks. In the end, you get something that looks like an alternative reality more than a completely different world...

Trelior
Posted on 07-27-09 08:55 AM (rev. 2 of 07-27-09 08:56 AM) Link | Quote | ID: 111308


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Posted by Trax
I could finally try the first level. Thanks Googie...

I hate hacks that are designed so you can't actually finish a level because you don't meet specific unreproducible conditions. Or is it just me who can't find the lone block that lets me pass through the pipe with annoying black thingies? Apparently, you need a leaf. No leaf, you're fucked. And that's just the 1st level, mind you...

There must be a total of somewhere around 70-80 levels in Mario 3. I mean, games don't need to be gradually more difficult, but generally speaking, it's considered good practice. With first levels like that, I lose interest quite fast. I can imagine how it could be in the more difficult levels, following this pattern...

Other than that, the levels look quite similar to the original ones. That's a common syndrome, usually due to the approach used with the editor. You take the original ROM, you open the first level, and there you go, move the objects a bit, change the shapes, add or remove blocks. In the end, you get something that looks like an alternative reality more than a completely different world...


The first level really isn't that hard, all you need is a slight bit of knowing how to evade enemies, which should be a common practice for anyone who's any good with Mario games.

Considering the difficulty of this level, I dumbed it down quite a bit in the next few stages.

As for looking like the original levels, what do you expect from me? Especially since this is my first hack. Not to mention there's a lot of major changes in other places that got a LOT of attention, so I think it's a decent trade-off to have "minimalistic" changes on the levels considering the time I put into my design on the maps and tile sets.

Aesur
Posted on 07-27-09 03:05 PM Link | Quote | ID: 111318


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good job so far trel i like it

Quick Curly
Posted on 07-28-09 12:04 AM Link | Quote | ID: 111396


Giant Red Paratroopa
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Well I finally got around to trying it out. Some quick things:



Screenshot 1: The mix of Buzzy Beetles and Hammer Bros. will cause graphical glitches. You'll probably want to fix that.
Screenshot 2: You'll want to move each of your clouds down one block so that you don't see any blue between them and the Clouds B object. You'll also have to adjust the coins to make sure that all of them are still against the white background.
Screenshot 3: You probably don't want to put background bushes on top of bricks that can be broken. I'm sure you don't want floating bushes.

Also, I was wondering about something with the World 1 Dungeon. Did you intentionally set it so that the treasure chest gives you no item if you choose to go in the bottom-right door? I know it's just me, but it just looks weird to me whenever I see that dark and empty treasure chest come out of the regular treasure chest.
Posted by Trelior
As for looking like the original levels, what do you expect from me? Especially since this is my first hack. Not to mention there's a lot of major changes in other places that got a LOT of attention, so I think it's a decent trade-off to have "minimalistic" changes on the levels considering the time I put into my design on the maps and tile sets.
Don't sell yourself short. You can do anything you put your mind to. Creating your own fresh levels is as easy as clearing all the objects and enemies to start from scratch and not placing objects and enemies in patterns and orders that are similar to the original SMB3 levels. I do like what you have done with your hack so far T, but I must be honest to be fair; I agree with what others have been saying about the levels looking more like the originals than new ones. I admit that it is sometimes difficult to come up with fresh ideas while staring at SMB3 Workshop (I have barely had any motivation myself for a really long time now) so I understand how some days are not as great as others; but if you are as committed to your hack as I believe you are, you will come up with some unique ideas sooner or later.

Trelior
Posted on 07-28-09 12:18 AM Link | Quote | ID: 111399


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I noticed the graphic glitch with the beetles and hammers, and I don't know if swapping the beetles for Koopas will fix it or not.

The clouds are a quick fix.

I didn't even think about the breakable blocks with the bushes, I did that and didn't even notice

The treasure box of nothing is intentional, because it's "take the easy route and get nothing, or take the harder to find route and be rewarded."

I'll work on more originality on the later worlds, I just wanted to make world 1 slightly different with a difficulty notch up. You're completely right, level design is mind melting sometimes for me because I want originality, but I also want a feeling of the unchanged game at the same time.

Quick Curly
Posted on 07-28-09 01:21 AM (rev. 2 of 07-28-09 07:51 AM) Link | Quote | ID: 111401


Giant Red Paratroopa
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Posted by Trelior
I noticed the graphic glitch with the beetles and hammers, and I don't know if swapping the beetles for Koopas will fix it or not.
Yes, that would fix it. Plus I understand what you are aiming for. Again, I like what you have done so far. As for what you said before:
Posted by Trelior
The first level really isn't that hard, all you need is a slight bit of knowing how to evade enemies, which should be a common practice for anyone who's any good with Mario games.
I agree with you. I didn't find the levels to be much more difficult than the original SMB3 levels (mainly due to the direct relation), and I've always believed that one should play the original game before they play a hack of that game anyway. I do understand what Trax means concerning the 1-1 Bonus Area though. It's possible for the player to reach the pipe that goes to the bonus area without the Leaf by bouncing off the Koopa (I did it myself to make sure that it was possible) and if they aren't quick enough to collect the coins before they turn back into bricks after hitting the P-Switch, they have no way of getting out, and no one enjoys waiting for the time to run out. Situations like this are probably what RetroRain had in mind when he created the "Suicidal Mario" ASM hack. I don't know if anyone has ever actually added it to their SMB3 hack (though Googie said he'd use it), but RetroRain said that it would be okay. Anyway, maybe if you moved the pipe up higher or if you even moved the Koopa off that floating platform so that Luigi couldn't bounce off of it, it would make it so that you would have to be Raccoon Luigi to reach the bonus area so that there would hopefully be no problems.

Trelior
Posted on 07-28-09 02:05 AM Link | Quote | ID: 111403


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The big issues are fixed, I even made a few small changes to 1-1 (changing a few enemies and 3-byte objects).

My main roadblock I have now isn't with level design, it's my world map palette (I hope you know what I mean). It bothers me that I can't fix it and I don't know how to use the utilities to trace hex addresses to fix the info on the palette.

Main - ROM Hacking Related Releases - Luigi's Quest Demo Release New thread | New reply

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